CSave::WriteFunction
0x004a88a0 · 119 bytes · __cdecl
_ZN5CSave13WriteFunctionEP9datamap_tPKcPPM11CBaseEntityFvR11inputdata_tEi
Decompiled
undefined (4 params)
/* CSave::WriteFunction(datamap_t*, char const*, void (CBaseEntity::***)(inputdata_t&), int) */
void CSave::WriteFunction
(datamap_t *param_1,char *param_2,_func_void_inputdata_t_ptr *param_3,int param_4)
{
char *__s;
size_t sVar1;
int iVar2;
__s = (char *)UTIL_FunctionToName((datamap_t *)param_2,*(_func_void_inputdata_t_ptr **)param_4);
if (__s == (char *)0x0) {
__s = "BADFUNCTIONPOINTER";
Warning("Invalid function pointer in entity!\n");
iVar2 = 0x13;
}
else {
sVar1 = strlen(__s);
iVar2 = sVar1 + 1;
}
WriteHeader((CSave *)param_1,(char *)param_3,iVar2);
BufferData((CSave *)param_1,__s,iVar2);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.